{"version": "1.0", "type": "rich", "title": "Been playing Final Fantasy XV. As a longtime franchise loyalist who noped out of the brand after 12, it\u2019s a welcome...", "author_name": "kontextmaschine", "author_url": "https://kontextmaschine.com", "provider_name": "kontextmaschine", "provider_url": "https://kontextmaschine.com", "url": "https://kontextmaschine.com/post/154874675318/", "html": "<p>Been playing Final Fantasy XV. As a longtime franchise loyalist who noped out of the brand after 12, it\u2019s a welcome reintroduction. In ways it feels like a tribute to the other urban fantasy entries (7, 8, the X and 13 series) in the way that IX was a tribute to the high fantasy ones.<br/></p><p>Cute how you can always trace design trends and themes through Square games as some experimental concept from 7 years ago gets developed or revived for a new game.</p><p>The \u201cbros on a road trip\u201d thing works better thematically and as a mechanic than I expected; I suspect the thing to do would be contrast it with X-2\u2032s all-girl Spice World vibe but I\u2019m not playing X-2 again.</p><p>One thing though, the world visuals. They still have the Square-brand epic vistas and lighting and palettes (seriously, those guys do \u201cthe carefree happiness of green fields under a blue spring sky\u201d like no one\u2019s business) but everyone does epic open worlds now and it really shows that they\u2019re forcing legacy technology. Things like terrain and hair look like a \u201cHD update\u201d of a last-gen engine (and probably were, compare how GTA5 went out with story and online half-cooked before the console generation it was built for went obsolete), you see them do foliage and it\u2019s like SpeedTree was never invented.<br/></p>"}